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Man this sucks why are sentinels so fun but have horrible weapons?


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#1
zazally

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 Ok so I can only use sub machine guns and heavy pistols why does this class have to be so dam fun but have horrible weapon choices? Is there a mod or something so I can get a nice gun cause I am a tank I love being able to go out in the open and take a lot of damage but it would be so much nicer to get a fat shotgun or something more sexy.

#2
zazally

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 Also what is the best bonus power for a sentinel?

#3
Labrev

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Once you get to the Collector Ship mission, you can add a new weapon to your arsenal.

Yeah, it sucks for the first half of the game (which was stupid, they better not pull this crap on us again in ME3) but when you get the weapon of your choice, it's a fun class.

EDIT: as for best bonus power, I liked armor-piercing ammo with mine. Deals up to +70% damage against armor and health, making all your weapons pack a hell of a punch.

Modifié par Hah Yes Reapers, 13 mai 2011 - 04:08 .


#4
zazally

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So you saying I am stuck with a sub machine gun for a while? Man that sucks thanks bioware

#5
McBeath

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You have access to both Warp and Overload don't you? Try using those in lieu of your guns to remove defenses from your enemies first. Once they're just at the heath bar the sub machine gun is pretty good. Locust is great from a distance and I love the tempest up close. Hah Yes Reapers is correct in the AP ammo is a good choice.

At the collector ship it's a toss up, I perfer the assault rifle training, but shotgun is also a lot of fun.

Cheers. James.

#6
Ahglock

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NM, forgot when it was.

Modifié par Ahglock, 13 mai 2011 - 04:25 .


#7
Captain_Obvious

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I like the sentinels too, and I ususally go with the sniper rifle at the Collector Ship. I preferred slam for the bonus power when dealing with the hordes of husks on a few planets. It has a really quick cool-down, and you can spam it to get out of trouble if you need to. Otherwise, the armour-piercing ammo works well too. You can re-train the bonus power too if you want to pick something else.

#8
zazally

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I just hate the fact I am stuck with this stupid sub machine gun I don't know why but it really bothers me lol

#9
termokanden

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We went over this in another thread. Bozo already said how to deal with it in the easiest way. You have to survive all the way through Horizon with your current weapons.

Then what I like to do is 3 Firewalker missions (quick and easy), then Grunt's loyalty mission (gives 1 shotgun upgrade and a discount on a second one). Then do one final Firewalker mission and you're on the Collector Ship. Then you'll get not only your shotgun, but you should already have at least 3 damage upgrades so you have both the bonus damage to shields and barriers and the ammo upgrade.

And yes, it's dumb that you do not just start out choosing which weapons you want. That's the way it will be in ME3 luckily.

Modifié par termokanden, 13 mai 2011 - 04:38 .


#10
Aynien

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You can do Kasumi's LM to get a better SMG, till you get your bonus weapon. And you get the locust almost at the "start" of the mission.

#11
termokanden

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Yep. I do that for my casters, but it helps very little if you do not like SMGs at all. I like them though.

For classes that already have the long range covered I actually kind of prefer the Shuriken these days. Not really sure why. I used to hate it. My infiltrators use this guns now, and so does my vanguard.

#12
Locutus_of_BORG

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It's true, new casters get shafted for weapons for a long time, but being a Sentinel, if you don't care about style, you could just max out Assault Armor and just barrel through half the game. The AA will do a lot of the killing for you.

#13
Sparrow44

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Starting off with a Sentinel at low-levels can suck, can take a fair bit of damage but can't dish the same damage back without the bonus weapon.

As others have pointed out, the Locust SMG from the Kasumi DLC is very handy at the beginning of the game and if that doesn't impress you can try taking either Jacob or Grunt to grant you Squad Incendiary Ammo and use your Overload/Warp to strip defenses and set organics alight with fiery rounds.

Also with Tech Armor activated don't be afraid to get up close to enemies using the SMG another trait the Sentinel excels in; CQC.

#14
Bozorgmehr

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Yeah, range is very important. Up close your weapons will do double damage and SMGs, for example, are inaccurate at medium range (and beyond), but at point blank range you can't miss. One Shuriken clip will kill every non-elite (or better) enemy easily.

Sentinel's Assault Armor allows you to walk around and get close for the kill. The extra shield, the explosion when it goes down, and the 'bonus' shield boost makes you close to being indestructible.

Assault Sentinels are tanks, not massive damage dealers. Their main strength is durability, they simply outlast the enemy. Getting the shotgun on the Collector Ship only increases (killing) speed, it does not fundamentally change gameplay.

#15
The Spamming Troll

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it really sucks caster classes get delegated to sidearms only. have fun with the shiruken.

thats all i wanted to say.

#16
Myalzalean

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I use the early levels of sentinel, adept and engineer to practice lining up head shots with a heavy pistol until I'm ready to change over to caster or CQC game play.

Heavy pistols are good at getting squad ammo powers to proc and head shots will stagger even protected enemies.

#17
Geth_Prime

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Well, some of my favourite weapons in the game are the Phalanx, Locust and Viper. The Sentinel can have all of those weapons by the Collector Ship mission. With all of the awesome powers, I'd say it's the best class.

#18
Clonedzero

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the SMG is pretty great, by the collector ship pick yourself up an assault rifle and you're in buisness.

i was considering making a sentinel actually, cus i like the idea of having tech and biotic powers, but tech armor looks so silly and dumb it turned me off it lol..

for a bonus power, i'd probably snag an ammo ability, most likely warp ammo since its just a solid damage increase and they have plenty of active abilities.

#19
termokanden

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I still think a shotgun is the way to go with this class, mainly because of how Assault Armor works.

I used to think Sentinel was supposed to be a caster and used Power Armor. But now I'm thinking it's a CQC monster.

#20
Bad King

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Tempest says hi. Devastating at close range. Locust is also good at long range. Then you can grab a shottie/AR/Sniper in the middle of the game.

#21
Nathan Redgrave

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Hah Yes Reapers wrote...

Once you get to the Collector Ship mission, you can add a new weapon to your arsenal.

Yeah, it sucks for the first half of the game (which was stupid, they better not pull this crap on us again in ME3)


Characters will have weapon slots in ME3, meaning you get to choose any kind of weapon for each of however many slots your class can carry. We won't have to worry about not having good weapons, just not having many good weapons.

As for my take on this, I had Phalanx and Locust on my side, so I made due just fine.

Modifié par Nathan Redgrave, 15 mai 2011 - 06:35 .


#22
jamesp81

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If Sentinels started out with an assault rifle, shotgun, or sniper rifle, they'd wildly overpowered and game breaking.

It's debatable that Sentinels game breaking with the Locust. The Locust does considerably more damage than the Avenger, especially if you get AP ammo for it and research all its damage upgrades.

Early game, the way to roll with Sentinel is Locust and Phalanx. Later, pick the weapon of your choice and go with that. I've played the Sentinel all three ways (shotgun, assault rifle, sniper rifle) and all worked quite well (although I didn't really get any enjoyment out of shotgun sentinel.  Assault Rifle sentinel was the most fun).

Modifié par jamesp81, 16 mai 2011 - 05:19 .


#23
jamesp81

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zazally wrote...

 Also what is the best bonus power for a sentinel?


Sentinels are pretty well rounded, so most anything will work.  I would not recommend a defensive power (barrier, geth shield boost, or fortification) as the Sentinel already comes standard with one in it's Tech Armor ability.

I tend to go somewhat against the grain on a lot of these things, and my favorite sentinel bonus power is one of them.  I prefer armor piercing ammo with the Locust SMG.  Frankly, I find that AP ammo does little to improve the damage of the Shuriken or the Tempest (especially the Tempest), but it makes a very noticeable difference with the Locust.

If it weren't for the Locust, I'd never play Sentinel.  I mildly dislike the Shuriken and I hate the Tempest.  But the Locust is a sweet, sweet weapon for the caster classes.

#24
jamesp81

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Captain_Obvious wrote...

I like the sentinels too, and I ususally go with the sniper rifle at the Collector Ship. I preferred slam for the bonus power when dealing with the hordes of husks on a few planets. It has a really quick cool-down, and you can spam it to get out of trouble if you need to. Otherwise, the armour-piercing ammo works well too. You can re-train the bonus power too if you want to pick something else.


The very first time I beat the game on hardcore it was with a sniper sentinel using the Viper.  It was one of the most interesting and entertaining classes I ever played.  With just a bit of practice, the Viper can function as both a sniper rifle and battle rifle.  I continued to carry the Locust as it made an excellent backup weapon when my Viper ammo was low.

#25
The Spamming Troll

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im not sure i noticed a big effect in my protections when it came to dying or not but i know the cooldown passive and the knockdown effect all worked great. i have a sentinel stuck on the collector ship on insanity and i had to start a soldier to beat the game because...well, i still have the sentinel stuck on the collector ship!

the sniper rifle doesnt seem to be so great withought being an infiltrator or soldier, so id say take the GPS and roll.